RigidBody2D

Inherits: PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object A body that is controlled by the 2D physics engine.

Description

This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. modes: Rigid, Static, Character, and Kinematic. Note: You should not change a RigidBody2D’s position or linear_velocity every frame or even very often. If you need to directly affect the body’s state, use _integrate_forces, which allows you to directly access the physics state. Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime. custom_integrator. CollisionShape2D centroid offsets.

Tutorials

  • 2D Physics Platformer Demo
  • Instancing Demo

    Properties

    Methods

    Signals

  • body_entered ( Node body ) PhysicsBody2D or TileMap occurs. Requires contact_monitor to be set to true and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds. body the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.

  • body_exited ( Node body ) PhysicsBody2D or TileMap ends. Requires contact_monitor to be set to true and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds. body the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap.

  • body_shape_entered ( RID body_rid, Node body, int body_shape_index, int local_shape_index ) Shape2Ds collides with another PhysicsBody2D or TileMap‘s Shape2Ds. Requires contact_monitor to be set to true and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds. body_rid the RID of the other PhysicsBody2D or TileSet‘s CollisionObject2D used by the Physics2DServer. body the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap. body_shape_index the index of the Shape2D of the other PhysicsBody2D or TileMap used by the Physics2DServer. Get the CollisionShape2D node with body.shape_owner_get_owner(body_shape_index). local_shape_index the index of the Shape2D of this RigidBody2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index).

  • body_shape_exited ( RID body_rid, Node body, int body_shape_index, int local_shape_index ) Shape2Ds and another PhysicsBody2D or TileMap‘s Shape2Ds ends. Requires contact_monitor to be set to true and contacts_reported to be set high enough to detect all the collisions. TileMaps are detected if the TileSet has Collision Shape2Ds. body_rid the RID of the other PhysicsBody2D or TileSet‘s CollisionObject2D used by the Physics2DServer. body the Node, if it exists in the tree, of the other PhysicsBody2D or TileMap. body_shape_index the index of the Shape2D of the other PhysicsBody2D or TileMap used by the Physics2DServer. Get the CollisionShape2D node with body.shape_owner_get_owner(body_shape_index). local_shape_index the index of the Shape2D of this RigidBody2D used by the Physics2DServer. Get the CollisionShape2D node with self.shape_owner_get_owner(local_shape_index).

  • sleeping_state_changed ( ) Emitted when the physics engine changes the body’s sleeping state. Note: Changing the value sleeping will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or emit_signal("sleeping_state_changed") is used.

    Enumerations

    Mode:
  • MODE_RIGID = 0 —- Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
  • MODE_STATIC = 1 —- Static mode. The body behaves like a StaticBody2D and does not move.
  • MODE_CHARACTER = 2 —- Character mode. Similar to MODE_RIGID, but the body can not rotate.
  • MODE_KINEMATIC = 3 —- Kinematic mode. The body behaves like a KinematicBody2D, and must be moved by code.

CCDMode:

  • CCD_MODE_DISABLED = 0 —- Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
  • CCD_MODE_CAST_RAY = 1 —- Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
  • CCD_MODE_CAST_SHAPE = 2 —- Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.

    Property Descriptions

  • float angular_damp angular_velocity. If -1, the body will use the Default Angular Damp defined in Project > Project Settings > Physics > 2d. ProjectSettings.physics/2d/default_angular_damp for more details about damping.

  • float angular_velocity The body’s rotational velocity.

  • Vector2 applied_force The body’s total applied force.

  • float applied_torque The body’s total applied torque.

  • float bounce 0 (no bounce) to 1 (full bounciness). PhysicsMaterial.bounce instead via physics_material_override.

  • bool can_sleep true, the body can enter sleep mode when there is no movement. See sleeping. Note: A RigidBody2D will never enter sleep mode automatically if its mode is MODE_CHARACTER. It can still be put to sleep manually by setting its sleeping property to true.

  • bool contact_monitor true, the body will emit signals when it collides with another RigidBody2D. See also contacts_reported.

  • int contacts_reported contact_monitor to be set to true. Note: The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end).

  • CCDMode continuous_cd Continuous collision detection mode. CCDMode for details.

  • bool custom_integrator true, internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the _integrate_forces function.

  • float friction 0 (frictionless) to 1 (maximum friction). PhysicsMaterial.friction instead via physics_material_override.

  • float gravity_scale Default Gravity value in Project > Project Settings > Physics > 2d and/or any additional gravity vector applied by Area2Ds.

  • float inertia The body’s moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it.

  • float linear_damp linear_velocity. If -1, the body will use the Default Linear Damp in Project > Project Settings > Physics > 2d. ProjectSettings.physics/2d/default_linear_damp for more details about damping.

  • Vector2 linear_velocity The body’s linear velocity.

  • float mass The body’s mass.

  • Mode mode Mode for possible values.

  • PhysicsMaterial physics_material_override The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.

  • bool sleeping true, the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the apply_impulse or add_force methods.

  • float weight Default Gravity value in Project > Project Settings > Physics > 2d.

    Method Descriptions

  • _integrate_forces ( Physics2DDirectBodyState state ) virtual Node._physics_process if you need to directly change the body’s position or other physics properties. By default, it works in addition to the usual physics behavior, but custom_integrator allows you to disable the default behavior and write custom force integration for a body.

  • add_central_force ( Vector2 force ) Adds a constant directional force without affecting rotation.

  • add_force ( Vector2 offset, Vector2 force ) Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.

  • add_torque ( float torque ) Adds a constant rotational force.

  • apply_central_impulse ( Vector2 impulse ) Applies a directional impulse without affecting rotation.

  • apply_impulse ( Vector2 offset, Vector2 impulse ) Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts (use the “_force” functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object’s origin.

  • apply_torque_impulse ( float torque ) Applies a rotational impulse to the body.

  • Array get_colliding_bodies ( ) const contact_monitor to be set to true and contacts_reported to be set high enough to detect all the collisions. Note: The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.

  • set_axis_velocity ( Vector2 axis_velocity ) Sets the body’s velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.

  • bool test_motion ( Vector2 motion, bool infinite_inertia=true, float margin=0.08, Physics2DTestMotionResult result=null ) true if a collision would result from moving in the given vector. margin increases the size of the shapes involved in the collision detection, and result is an object of type Physics2DTestMotionResult, which contains additional information about the collision (should there be one).